Esn wrote:A potential objection to the idea of having Nimiipuu start neutral is that it leaves only 71 territories, which means that there will be either 2 or 3 neutral territories no matter how many players there are. And that also affects how many armies everyone starts out receiving - in most cases, it will be 1 less than if there were no neutrals.

I have to say I'm really impressed with the game play on this map. It feels like a cross between Iberia and South America. It does feel fairly balanced for the most part however, it did drop bonuses for 2of3 in this game. Game 6098902 Other than being able to drop on a small bonus, I think this map could rank top 10 in large team games.

Is it just me, or is this map particularly conducive to 3-way ties that last a long time? One party in the North (beginning with Montagnail in the north-east), one in the West (mountain ranges & coast), and one in the South. And the main fighting then happens either between South & West along the west coast, South & West through the plains, South & North through Tuscarora (fighting over Woodlands and Southeast), and North & West through the west coast.

I only have 2 games running, but one of them's 71 rounds long already (5825323). (and the same situation is developing in the other one)

The player in the West seems like he could be at a bit of a bigger disadvantage, since there are more points to defend and he's always easy to reach for both South and North.

Anyway, these are just some newbie strategy notes. Doubtless, more traits will become clear as I play longer on this map.

Esn wrote:Is it just me, or is this map particularly conducive to 3-way ties that last a long time?

This is symptomatic of a well-balanced map - and in my opinion is pretty standard in 3-player games in any case

Better the map is well balanced than lopsided.

Very true. If you don't want long games, try escalating spoils. Sooner or later someone will cash in for an overwhelming number of troops. Sure, it's a matter of luck at that point, but the skill comes in being ready.

Esn wrote:Is it just me, or is this map particularly conducive to 3-way ties that last a long time?

This is symptomatic of a well-balanced map - and in my opinion is pretty standard in 3-player games in any case

One of the games started as 6-player, the other as 5-player, but both are 3-player now and look like they're going to stay that way for some time. I was referring more to the fact that there seem to be 3 stable "bases" long-term (if you play flat rate or no spoils), and any player who doesn't manage to get into one of those 3 positions will be eliminated sooner or later.

This isn't a complaint, just a hypothesis about the strategic side. Have any other people noticed the same thing?

Esn wrote:Is it just me, or is this map particularly conducive to 3-way ties that last a long time?

This is symptomatic of a well-balanced map - and in my opinion is pretty standard in 3-player games in any case

One of the games started as 6-player, the other as 5-player, but both are 3-player now and look like they're going to stay that way for some time. I was referring more to the fact that there seem to be 3 stable "bases" long-term (if you play flat rate or no spoils), and any player who doesn't manage to get into one of those 3 positions will be eliminated sooner or later.

This isn't a complaint, just a hypothesis about the strategic side. Have any other people noticed the same thing?

Sorry, but if you play any decently large map on 3, 5+ players, with no spoils or flat rate, you're probably going to get a stalemate.

---The Beta period has concluded for the First Nations of North America Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Brand. Let it be known that this map is now ready to be released into live play.

Congratulations Tisha, your shiny new medal is well-earned

Conquer Club, enjoy!

--MrBenn

PB: 2661 | He's blue...If he were green he would die | No mod would be stupid enough to do that

A couple suggestions for realism, in case they aren't made yet. First, where are the Cherokee? I'm part Cherokee, and am a little disappointed to not have my people represented here. Second, the Taino indians are not from Republica Dominicana, they're Puerto Rican, you might want to add PR in there beside the Republica. (I'm part Puerto Rican myself, so...) Other than that, its good to me.

ChDaemon wrote:A couple suggestions for realism, in case they aren't made yet. First, where are the Cherokee? I'm part Cherokee, and am a little disappointed to not have my people represented here. Second, the Taino indians are not from Republica Dominicana, they're Puerto Rican, you might want to add PR in there beside the Republica. (I'm part Puerto Rican myself, so...) Other than that, its good to me.

if you are so into your native side, perhaps you should study it a bit. the Cherokee didn't refer to themselves as Cherokee way back when.Read about Taino history while you're at it.

game=6023124*sigh*... 115 rounds and no sign of an ending to the stalemate.

The other game took 81 rounds, and that was with players who made large mistakes...

The thing is, it's impossible to make small gains on this map. Notice how the territories in the middle all give you 7 or 8 troops? As soon as anyone takes one of those, he immediately begins getting much more than the other two players & they gang up on him.

I recommend playing only with escalating cards on this map. Anything else becomes very tedious unless there are big skill disparities between the players, or someone takes the lead early enough in the game that his troop advantage for 1 turn will offset the others teaming up against him.